// Engine globals
GLFWwindow* vg_window;
-int vg_window_x = 1280;
-int vg_window_y = 720;
+
+// 1366, 768
+// 1920, 1080
+
+#ifdef VG_CAPTURE_MODE
+int vg_window_x = 1920;
+int vg_window_y = 1080;
+#else
+int vg_window_x = 1366;
+int vg_window_y = 768;
+#endif
v2f vg_mouse;
+v2f vg_mouse_wheel;
v3f vg_mouse_ws;
float vg_time;
#include "vg/vg_console.h"
#include "vg/vg_debug.h"
+#ifdef VG_STEAM
#include "vg/vg_steamworks.h"
+#endif
// Engine main
// ===========================================================================================================
void vg_scroll_callback( GLFWwindow* ptrW, double xoffset, double yoffset )
{
-
+ vg_mouse_wheel[0] += xoffset;
+ vg_mouse_wheel[1] += yoffset;
}
void vg_framebuffer_resize_callback( GLFWwindow *ptrW, int w, int h )
glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE );
+#ifdef VG_CAPTURE_MODE
+ glfwWindowHint( GLFW_RESIZABLE, GLFW_FALSE );
+#else
+ glfwWindowHint( GLFW_RESIZABLE, GLFW_TRUE );
+#endif
+
glfwWindowHint( GLFW_SAMPLES, 4 );
GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor();
// Main gameloop
while( !glfwWindowShouldClose( vg_window ) )
{
+ v2_copy( (v2f){ 0.0f, 0.0f }, vg_mouse_wheel );
+
glfwPollEvents();
#ifdef VG_STEAM
vg_debugtools_draw();
ui_resolve( &ui_global_ctx );
- ui_draw( &ui_global_ctx );
+ ui_draw( &ui_global_ctx, NULL );
}
glfwSwapBuffers( vg_window );